Lorek Delmirev (Level 19 Dragonborn Paladin)

Example Character Owner: BBQ Time!

Ancestry: DragonbornCulture: TheocraticBackground: SoldierDestiny: Atonement / Devotion (Current)
StrengthDexterityConstitutionIntelligenceWisdomCharisma
16 (+3)8 (-1)18 (+4)10 (0)12 (+1)20 (+5)

Size: Medium
Speed: 40 ft., 20 ft. burrow
Languages: Culture: Common, Draconic, Celestial
Proficiency Bonus: +6
Hit Points: 232

Senses: Darkvision 90 ft., Passive Perception 11, Passive Investigation 16
Resistances: Lightning, Poison

Ancestry Features

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Breath Weapon (Lightning). When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot-by-30-foot line. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 4d10 lightning damage. On a successful save, it takes half as much damage. You can use your Breath Weapon six times, and you regain all expended uses when you finish a long rest.
Draconic Resistance (Lightning). You have resistance to lightning damage.
Draconic Legacy (Desert Predator). You gain a burrow speed equal to half your walking speed. You have Advantage on saving throws against effects from wind or sand.
Paragon Trait: Dragon Fear. You gain proficiency in Intimidation. Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes Frightened of you for 1 minute. If the Frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Culture Features

Cantrip. You know the spare the dying cantrip. Your spellcasting ability score for this cantrip is Charisma.
Detect Faith. You are trained to detect even the most subtle indications of a person’s religious perspective. After you spend at least 1 minute observing a creature with an Intelligence of 8 or higher, you can make either a Wisdom (Insight) or Intelligence (Religion) check against a DC equal to the creature’s passive Deception check score. On a success, you learn the following information about that creature:
  • The creature's Wisdom score if it is equal to or lower than yours.
  • Whether they are religious; if so, you also learn their faith.
  • The highest level of cleric or paladin spells they can cast.
After using this trait on a creature, you may not do so again for 30 days.
Theocratic Cultural Training. You can read, speak, and write Celestial, and have proficiency with calligraphy supplies.

Background Feature

Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Destiny Features

Source of Inspiration: Path of Redemption. Absolution is earned not in a day, but after a long journey of a thousand steps. You gain inspiration whenever you make sacrifices to make amends for the sins of your past. Some examples include risking your life for individuals connected to your past actions or donating large amounts of time or resources towards repairing the damage caused by your actions or failures.
Source of Inspiration: Its Own Reward. You draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself. Examples include complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice.
Inspiration Feature: Not Again. When an action you would take would cause immediate consequences to a friendly character, such as by failing a saving throw against a spell or ability with an area effect you use or by targeting them with an attack due to being charmed, confused, or possessed, you can spend inspiration to ignore the negative effects of the action. This can manifest in a Careful Spell metamagic effect, forcing an attack to miss, or a similar effect.
Inspiration Feature: Selfless Sacrifice. You do not hesitate to put yourself in danger to save others. When a creature within 5 feet of you is hit with an attack or fails a saving throw against a spell or effect that targets only them, you can spend an inspiration to change the target of the attack or effect to you. The attack automatically hits you, and you automatically fail the saving throw against the spell.
Fulfillment Feature: Never Again. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Proficiencies

Strength Saving Throw+3 (+8)
Athletics+9
Dexterity Saving Throw-1 (+4)
Acrobatics-1
Sleight of Hand-1
Stealth-1
Charisma Saving Throw+11 (+16)
Deception+5
Insight+11
Intimidation+17
Performance+5
Persuasion+11
Constitution Saving Throw+10 (+15)
Intelligence Saving Throw+0 (+5)
Arcana+6
History+6
Investigation+6
Nature+0
Religion+6
Wisdom Saving Throw+7 (+12)
Animal Handling+1
Medicine+7
Perception+1
Survival+7
Calligraphy Supplies
Cook's Utensils
Strategy Games
 All armor, Shields
 Simple weapons, Martial weapons
Proficiency Sources:
Ancestry: Intimidation
Culture: Medicine, Calligraphy Supplies
Background: Survival, Cook's Utensils, Strategy Games
Paladin Class Class: Charisma Saving Throws, Wisdom Saving Throws, Arcana, Athletics, History, Insight, Investigation, Persuasion, Religion
Feats: Constitution Saving Throws


Class Features

Paladin (Oath of Conquest) 19

Divine Sense

When you finish a long rest, choose three creature types from the following list: aberrations, celestials, elementals, fey, fiends, or undead. You can always sense when a creature of one of your chosen types is within 30 feet of you, but cannot determine their number or location. As an action, you can briefly enhance your senses to learn the location and number of any creatures of your chosen types within 60 feet of you until the end of your next turn.

Within the same radius, you also detect any locations that have been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total of 95 hit points.

As a Bonus Action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to produce one of the following effects.

  • Healing Touch. You cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
  • Cleansing Touch. One spell or condition affecting the target ends.
  • Crusader’s Blessing. The target gains Advantage on the next weapon attack it makes within the next hour, and deals an extra 1d8 radiant damage.
  • Iron Will. The target gains Advantage on the next Intelligence, Wisdom, or Charisma saving throw it makes within the next hour.

This feature has no effect on undead and constructs.

Divine Smite (Sacred)

Whenever you hit a creature with a weapon attack you can choose to deliver a divine smite that deals an additional 5d8 radiant damage. The damage increases by 1d8 if the target is one of the creature types you chose for Divine Sense. You can use this feature a number of times equal to your proficiency bonus, and regain spent uses upon finishing a long rest.

Spellcasting (Charisma)

Fighting Style: Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

  • Harness Divine Power. As a bonus action, you touch your holy symbol, utter a prayer, and regain mana equal to your proficiency bonus. You can use this feature three times. You regain all expended uses when you finish a long rest.

Oath of Conquest: Channel Divinity

You have the following two additional Channel Divinity options:

  • Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an Action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes Frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Heraldic Sermon

  • Devotion. You gain proficiency in the Persuasion skill. Whenever you make a Charisma (Persuasion) check to convince a creature to act according to your oath, treat a roll of 7 or lower on the d20 as an 8.
  • Castigation. You gain proficiency in the Arcana skill (skill redundancy). Whenever you make a Charisma (Intimidation) check to intimidate those who have broken your oath within the last day, treat a roll of 7 or lower on the d20 as an 8.

Aura

You are able to manifest an aura that aids you and your allies. Your aura has a radius of 30 feet, is centered on you, and you must be conscious for you and your allies to benefit from it. You can have only one of the following auras active at a time, and can change which aura is active whenever you finish a long rest.

  • Aura of Clarity. You and friendly creatures within range cannot be Charmed.
  • Aura of Courage. You and friendly creatures within range cannot be Frightened.
  • Aura of Resistance. Whenever you or a friendly creature within range must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).

Oath of Conquest: Aura of Conquest

You constantly emanate a menacing aura while you’re not Incapacitated. If a creature is Frightened of you, its speed is reduced to 0 while in the range of your aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

Inspiring Devotion:

  • Lend Faith. You learn the guidance cantrip. When you cast guidance on a creature other than yourself, you can then choose to add a bonus to their roll equal to your Charisma modifier. Once you have used this feature you can’t do so again until you finish a short or long rest.
  • Reveal Heresy. You gain proficiency in the Insight skill. Whenever you catch a creature in a lie, or committing an act in direct opposition to your oath, you may declare them a heretic as a reaction. You have Advantage on the next attack roll, ability check, or saving throw you make against that creature within the next minute. Once you have used this feature you can’t do so again until you finish a short or long rest.

Improved Aura

You gain a more powerful aura that is active alongside your basic Aura. The range of this aura is the same, and you can only have one Improved Aura active at a time. You can swap your active improved aura upon finishing a long rest.

  • Aura of Healing. Whenever you or a friendly creature inside the aura restores hit points to another creature inside the aura, both creatures regain hit points equal to your Charisma modifier.
  • Aura of Overcoming. Weapon attacks made by allies within your aura are considered magical for the purpose of overcoming damage resistances and immunities.
  • Aura of Smiting. Whenever you or an ally within your aura scores a critical hit with a weapon attack, the target takes extra radiant damage equal to your Charisma modifier.

Divine Warrior

Each of your strikes is infused with divine might. Whenever you hit a creature with a melee weapon attack, you deal an extra 1d8 radiant damage.

Oath of Conquest: Scornful Rebuke

Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not Incapacitated.

Celestial Alignment

You gain the ability to channel great power through your touch based on your alignment. As a Bonus Action, you can expend 60 hit points from your pool of healing from Lay on Hands to cast one of the following spells. You must be within 1 step of the alignment in order to use the option associated with it.

  • Good. You cast heal on yourself or a creature within 5 feet of you.
  • Law. You cast globe of invulnerability on yourself or a creature within 5 feet of you.
  • Neutral. You cast primordial ward on yourself or a creature within 5 feet of you.

Feats

Talents

Divine Lessons (Paladin): 10

Paladin

Divine Health (Paladin)

You are immune to disease.

Divine Vision (Paladin)

You gain darkvision to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet. In addition, you always have the see invisibility spell prepared and can cast it without expending a spell slot. Once you do, you can’t cast it in this way again until you finish a long rest. When you cast it in this way, you can only perceive creatures of the types chosen by Divine Sense.

Do Without (Paladin)

You add your Charisma modifier to your Constitution modifier to determine how many days you can go without food. Additionally, when you would make a Constitution saving throw due to not eating or drinking enough food or water, you may make a Charisma saving throw instead.

Glorious Purpose (Paladin)

When you agree to undertake a quest that furthers the tenets of your oath, you gain proficiency with a skill that will be crucial to completing that quest (Religion). The skill is chosen by the DM. If you are already proficient with the skill, you gain expertise instead. The benefits of this divine lesson do not change until the quest has been completed, at which point a new skill is chosen by the DM.

Heraldic Homily (Paladin)

Choose a second option from the Heraldic Sermon class feature. You gain the benefits from it.

Inquisitor (Paladin)

You gain proficiency in the Investigation skill. If you already have it, you can instead choose to use your Charisma when making Investigation checks.

Knightly Order (Paladin)

Whenever you would pay for simple goods and services or seek aid from local authorities, roll 1d6. If you roll less than or equal to your Proficiency bonus, the merchant or guard recognizes you as a knight of an order they either fear or respect, charges you nothing, and answers your questions. If you insist on paying for their services, they may offer you additional information about individuals or places that might be of interest to you and your order.

Steadfast Devotion (Paladin)

Choose a second option from the Inspiring Devotion class feature. You gain the benefits from it.

Truthseeker (Paladin)

You gain proficiency in the Insight skill. If you are already proficient in it, you may instead choose to use Charisma when making Insight checks.

Undaunted (Paladin)

While exploring a place which you have never been to before, you gain Advantage on the first ability check, attack roll, and saving throw you make. Once you make each of these rolls with Advantage, you cannot do so again until you finish a long rest.

Spells

Total Mana: 64Casting Stat: CharismaSpell DC: 19

Cantrips

1st-Level Spells

2nd-Level Spells

3rd-Level Spells

4th-Level Spells

5th-Level Spells

Maneuvers

Total Focus: 8Maneuver Stat: StrengthManeuver DC: 17Paladin Maneuvers: 6Traditions Known: Juggernaut, Templar

1st Degree Maneuvers

GlareFree (Menacing)1st degree Templar bonus action
Choose one hostile creature you can see within 30 feet. If it can see you, it makes a Wisdom saving throw or is Frightened of you until the end of your next turn. If the target successfully saves against the effect, the target is immune to this maneuver for the next 24 hours.
Burn Mana2 focus1st degree Templar action (attack)
Take the Attack action. Until the end of your turn, when you flourish, you can spend it to burn mana from the target. The creature loses mana equal to your Proficiency bonus, or a Spell Slot equal to half your Proficiency bonus (rounded up).
Zealous Stance1 focus1st degree Templar bonus action (stance)
While you maintain this stance, you can Press the Attack without spending your Bonus Action.

2nd Degree Maneuvers

Challenge2 focus2nd degree Templar bonus action
You stare down a creature you can see within 30 feet, and if it can see you it makes a Wisdom saving throw. On a failure, the creature is compelled to attack you. Until the end of its next turn, it is threatened by you, and it cannot move to a space that is more than 30 feet away from you. The effects of this maneuver end early if you attack a different creature or cast a harmful spell that doesn’t affect it.
Stunning Assault2 focus2nd degree Templar action (attack)
Take the Attack action, reducing the total number of attacks you make by one. When you hit a creature with a melee weapon attack with this action, it makes a Constitution saving throw or is stunned until the end of your next turn.

3rd Degree Maneuvers

Dispelling Strikes3 focus3rd degree Templar action (attack)
Take the Attack action. Until the start of your next turn, your weapon attacks score a critical hit on a roll of 19–20 against creatures concentrating on spells, under the effect of a spell, or created by a spell. If these attacks flourish, you can use it to try to dispel a magical effect on the creature. Make an ability check using your maneuver ability score. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
Punish2 focus3rd degree Juggernaut reaction
When a creature in your reach misses you with a melee weapon attack, you can use your reaction to grab the weapon, turning the attack into a hit. You take half damage from the attack, and can make an unarmed strike against the creature. If you hit, the creature is grappled and drops the weapon they struck you with. If you have a free hand, or if you end the grapple immediately, you can take the weapon.

Notable Items

Temperance | Longsword (Attunement I)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

While attuned to this item, you gain the Protection Fighting Style.

Gauntlets of Ogre Power (Attunement I)

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.

Cloak of Protection (Attunement I)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Plate of the Judge, +1

You have a +1 bonus to AC while wearing this armor.

In addition, the damage of your Scornful Rebuke feature increases by 2.